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var delTr = new Array<DecimationTriangle>();
<mask> var color = new Color4(0, 0, 0, 1); <mask> <mask> this.calculateError(v0, v1, p, n, uv, color); <mask> <mask> var delTr = []; <mask> <mask> if (this.isFlipped(v0, v1, p, delet...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshSimplification.ts
var uniqueArray = new Array<DecimationTriangle>();
<mask> <mask> if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) <mask> continue; <mask> <mask> var uniqueArray = []; <mask> delTr.forEach(deletedT => { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshSimplification.ts
var vertexInit = (i: number) => {
<mask> } <mask> <mask> var vertexReferences: Array<number> = []; <mask> <mask> var vertexInit = (i) => { <mask> var offset = i + submesh.verticesStart; <mask> var position = Vector3.FromArray(positionData, offset * 3); <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshSimplification.ts
var indicesInit = (i: number) => {
<mask> //var totalVertices = mesh.getTotalVertices(); <mask> var totalVertices = submesh.verticesCount; <mask> AsyncLoop.SyncAsyncForLoop(totalVertices,(this.syncIterations / 4) >> 0, vertexInit,() => { <mask> <mask> var indicesInit = (i) => { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshSimplification.ts
var triangleInit1 = (i: number) => {
<mask> }); <mask> } <mask> <mask> private init(callback: Function) { <mask> var triangleInit1 = (i) => { <mask> var t = this.triangles[i]; <mask> t.normal = Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshSimplification.ts
var triangleInit2 = (i: number) => {
<mask> } <mask> }; <mask> AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1,() => { <mask> <mask> var triangleInit2 = (i) => { <mask> var t = this.triangles[i]; <mask> for (var j = ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshSimplification.ts
private _holes = new Array<PolygonPoints>();
<mask> export class PolygonMeshBuilder { <mask> <mask> private _points = new PolygonPoints(); <mask> private _outlinepoints = new PolygonPoints(); <mask> private _holes = []; <mask> <mask> private _name: string; <mask> private _scene: Scene; <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.polygonMesh.ts
var normals = new Array<number>(); var positions = new Array<number>(); var uvs = new Array<number>();
<mask> <mask> build(updatable: boolean = false, depth?:number): Mesh { <mask> var result = new Mesh(this._name, this._scene); <mask> <mask> var normals = []; <mask> var positions = []; <mask> var uvs = []; <mask> <mask> var bounds = this._p...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.polygonMesh.ts
var indices = new Array<number>();
<mask> positions.push(p.x, 0, p.y); <mask> uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height); <mask> }); <mask> <mask> var indices = []; <mask> <mask> let res = Earcut.earcut(this._epoints, this._eholes, 2); ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.polygonMesh.ts
constructor(public materialIndex: number, public verticesStart: number, public verticesCount: number, public indexStart: number, public indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox: boolean = true) {
<mask> public _id: number; <mask> <mask> private _currentMaterial: Material; <mask> <mask> constructor(public materialIndex: number, public verticesStart: number, public verticesCount: number, public indexStart, public indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.subMesh.ts
public render(): number { return 0;
<mask> public animate(): void { <mask> <mask> } <mask> <mask> public render(): void { <mask> <mask> } <mask> <mask> public rebuild(): void { <mask> <mask> } </s> Monstro refactor: Enabling noImplicitAny on all repo Former-commit-id: 6bcd88e2...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Particles/babylon.gpuParticleSystem.ts
render(): number;
<mask> renderingGroupId: number; <mask> layerMask: number; <mask> isStarted(): boolean; <mask> animate(): void; <mask> render(); <mask> dispose(): void; <mask> clone(name: string, newEmitter: any): IParticleSystem; <mask> serialize(): any; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Particles/babylon.particleSystem.ts
private _meshBuilder(p: number, shape: Vector3[], positions: number[], meshInd: IndicesArray, indices: number[], meshUV: number[] | Float32Array, uvs: number[], meshCol: number[] | Float32Array, colors: number[], meshNor: number[] | Float32Array, normals: number[], id...
<mask> this._copy.color = null; <mask> } <mask> <mask> // _meshBuilder : inserts the shape model in the global SPS mesh <mask> private _meshBuilder(p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options): SolidParticle { ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Particles/babylon.solidParticleSystem.ts
private _posToShape(positions: number[] | Float32Array): Vector3[] {
<mask> return this._copy; <mask> } <mask> <mask> // returns a shape array from positions array <mask> private _posToShape(positions): Vector3[] { <mask> var shape = []; <mask> for (var i = 0; i < positions.length; i += 3) { <mask> shap...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Particles/babylon.solidParticleSystem.ts
private _uvsToShapeUV(uvs: number[] | Float32Array): number[] {
<mask> return shape; <mask> } <mask> <mask> // returns a shapeUV array from a Vector4 uvs <mask> private _uvsToShapeUV(uvs): number[] { <mask> var shapeUV = []; <mask> if (uvs) { <mask> for (var i = 0; i < uvs.length; i++) <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Particles/babylon.solidParticleSystem.ts
private _physicsMaterials = new Array();
<mask> export class CannonJSPlugin implements IPhysicsEnginePlugin { <mask> <mask> public world: any; //this.BJSCANNON.World <mask> public name: string = "CannonJSPlugin"; <mask> private _physicsMaterials = []; <mask> private _fixedTimeStep: number = 1 / 60; <mask> //...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/Plugins/babylon.cannonJSPlugin.ts
(<any>bodyCreationObject)[key] = nativeOptions[key];
<mask> // A simple extend, in case native options were used. <mask> var nativeOptions = impostor.getParam("nativeOptions"); <mask> for (var key in nativeOptions) { <mask> if (nativeOptions.hasOwnProperty(key)) { <mask> body...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/Plugins/babylon.cannonJSPlugin.ts
var constraint: any;
<mask> var connectedBody = impostorJoint.connectedImpostor.physicsBody; <mask> if (!mainBody || !connectedBody) { <mask> return; <mask> } <mask> var constraint; <mask> var jointData = impostorJoint.joint.jointData; <mask> //T...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/Plugins/babylon.cannonJSPlugin.ts
var matrix = new Array<Array<any>>();
<mask> } <mask> <mask> private _createHeightmap(object: IPhysicsEnabledObject, pointDepth?: number) { <mask> var pos = object.getVerticesData(VertexBuffer.PositionKind); <mask> var matrix = []; <mask> <mask> //For now pointDepth will not be used and will be a...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/Plugins/babylon.cannonJSPlugin.ts
declare var require: any; declare var OIMO: any;
<mask> module BABYLON { <mask> declare var require; <mask> declare var OIMO; <mask> <mask> export class OimoJSPlugin implements IPhysicsEnginePlugin { <mask> <mask> public world: any; <mask> public name: string = "OimoJSPlugin"; </s> Monstro refactor: Enabling noImplicitAny on all...
[ "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/Plugins/babylon.oimoJSPlugin.ts
public BJSOIMO: any;
<mask> export class OimoJSPlugin implements IPhysicsEnginePlugin { <mask> <mask> public world: any; <mask> public name: string = "OimoJSPlugin"; <mask> public BJSOIMO; <mask> <mask> <mask> constructor(iterations?: number) { <mask> this.BJSOIMO = typeof OIMO !=...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/Plugins/babylon.oimoJSPlugin.ts
setGravity(gravity: Vector3): void; setTimeStep(timeStep: number): void;
<mask> <mask> export interface IPhysicsEnginePlugin { <mask> world: any; <mask> name: string; <mask> setGravity(gravity: Vector3); <mask> setTimeStep(timeStep: number); <mask> getTimeStep(): number; <mask> executeStep(delta: number, impostors: Array<PhysicsIm...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/babylon.physicsEngine.ts
applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void; applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void; generatePhysicsBody(impostor: PhysicsImpostor): void; removePhysicsBody(impostor: PhysicsImpostor): void; ...
<mask> setGravity(gravity: Vector3); <mask> setTimeStep(timeStep: number); <mask> getTimeStep(): number; <mask> executeStep(delta: number, impostors: Array<PhysicsImpostor>): void; //not forgetting pre and post events <mask> applyImpulse(impostor: PhysicsImpostor, force: Vec...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/babylon.physicsEngine.ts
setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void; setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void; setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void; setAngularVelocity(impostor: PhysicsI...
<mask> removePhysicsBody(impostor: PhysicsImpostor); <mask> generateJoint(joint: PhysicsImpostorJoint); <mask> removeJoint(joint: PhysicsImpostorJoint) <mask> isSupported(): boolean; <mask> setTransformationFromPhysicsBody(impostor: PhysicsImpostor); <mask> setPhysi...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/babylon.physicsEngine.ts
setBodyMass(impostor: PhysicsImpostor, mass: number): void; getBodyMass(impostor: PhysicsImpostor): number; getBodyFriction(impostor: PhysicsImpostor): number; setBodyFriction(impostor: PhysicsImpostor, friction: number): void; getBodyRestitution(impostor: PhysicsImpostor): n...
<mask> setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3); <mask> setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3); <mask> getLinearVelocity(impostor: PhysicsImpostor) : Vector3; <mask> getAngularVelocity(impostor: PhysicsImpostor) : Vector3; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/babylon.physicsEngine.ts
updateDistanceJoint(joint: PhysicsJoint, maxDistance:number, minDistance?: number): void; setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void; setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
<mask> setBodyRestitution(impostor: PhysicsImpostor, restitution: number); <mask> sleepBody(impostor: PhysicsImpostor); <mask> wakeUpBody(impostor: PhysicsImpostor); <mask> //Joint Update <mask> updateDistanceJoint(joint: PhysicsJoint, maxDistance:number, minDistance?: numbe...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/babylon.physicsEngine.ts
getBoxSizeToRef(impostor: PhysicsImpostor, result:Vector3): void; syncMeshWithImpostor(mesh:AbstractMesh, impostor:PhysicsImpostor): void; dispose(): void;
<mask> updateDistanceJoint(joint: PhysicsJoint, maxDistance:number, minDistance?: number); <mask> setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number); <mask> setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/babylon.physicsEngine.ts
return (<any>this._options)[paramName];
<mask> /** <mask> * Get a specific parametes from the options parameter. <mask> */ <mask> public getParam(paramName: string) { <mask> return this._options[paramName]; <mask> } <mask> <mask> /** <mask> * Sets a specific parameter in the opt...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/babylon.physicsImpostor.ts
(<any>this._options)[paramName] = value;
<mask> /** <mask> * Sets a specific parameter in the options given to the physics plugin <mask> */ <mask> public setParam(paramName: string, value: number) { <mask> this._options[paramName] = value; <mask> this._bodyUpdateRequired = true; <mask> }...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/babylon.physicsImpostor.ts
private _physicsJoint: any;
<mask> * It holds a set of functions to control the underlying joint. <mask> */ <mask> export class PhysicsJoint { <mask> <mask> private _physicsJoint; <mask> protected _physicsPlugin: IPhysicsEnginePlugin; <mask> <mask> constructor(public type: number, public jointData: ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/babylon.physicsJoint.ts
public get physicsJoint(): any {
<mask> constructor(public type: number, public jointData: PhysicsJointData) { <mask> jointData.nativeParams = jointData.nativeParams || {}; <mask> } <mask> <mask> public get physicsJoint() { <mask> return this._physicsJoint; <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/babylon.physicsJoint.ts
setMotor(force?: number, maxForce?: number, motorIndex?: number): void; setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
<mask> } <mask> <mask> export interface IMotorEnabledJoint { <mask> physicsJoint: any; <mask> setMotor(force?: number, maxForce?: number, motorIndex?: number); <mask> setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number); <mask> } <mask> <mask> export ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Physics/babylon.physicsJoint.ts
var rand = (min: number, max: number) => {
<mask> this._grainTexture.wrapV = Texture.WRAP_ADDRESSMODE; <mask> <mask> var context = (<DynamicTexture>this._grainTexture).getContext(); <mask> <mask> var rand = (min, max) => { <mask> return Math.random() * (max - min) + min; <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/Pipelines/babylon.lensRenderingPipeline.ts
var rand = (min: number, max: number) => {
<mask> var numSamples = this.samples; <mask> var result = []; <mask> var vector, scale; <mask> <mask> var rand = (min, max) => { <mask> return Math.random() * (max - min) + min; <mask> } <mask> <mask> var lerp = (start, e...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/Pipelines/babylon.ssao2RenderingPipeline.ts
<mask> var rand = (min, max) => { <mask> return Math.random() * (max - min) + min; <mask> } <mask> <mask> var lerp = (start, end, percent) => { <mask> return (start + percent*(end - start)); <mask> } <mask> <mask> var...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/Pipelines/babylon.ssao2RenderingPipeline.ts
scale = Scalar.Lerp(0.1, 1.0, scale*scale);
<mask> rand(-1.0, 1.0), <mask> rand(0.30, 1.0)); <mask> vector.normalize(); <mask> scale = i / numSamples; <mask> scale = lerp(0.1, 1.0, scale*scale); <mask> vector.scaleInPlace(scale); <mask> <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/Pipelines/babylon.ssao2RenderingPipeline.ts
var rand = (min: number, max: number) => {
<mask> this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE; <mask> <mask> var context = this._randomTexture.getContext(); <mask> <mask> var rand = (min, max) => { <mask> return Math.random() * (max - min) + min; <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/Pipelines/babylon.ssao2RenderingPipeline.ts
var samplerOffsets = new Array<number>();
<mask> 2.0, 4.0, 6.0, 8.0 <mask> ]; <mask> */ <mask> var samples = 16; <mask> var samplerOffsets = []; <mask> <mask> for (var i = -8; i < 8; i++) { <mask> samplerOffsets.push(i * 2); <mask> } <mask> </s>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/Pipelines/babylon.ssaoRenderingPipeline.ts
var rand = (min: number, max: number) => {
<mask> this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE; <mask> <mask> var context = this._randomTexture.getContext(); <mask> <mask> var rand = (min, max) => { <mask> return Math.random() * (max - min) + min; <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/Pipelines/babylon.ssaoRenderingPipeline.ts
var blurX = new BlurPostProcess("HDRBlurH" + "_" + indice, new Vector2(1, 0), (<any>this)[blurWidthKey], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, Engine.TEXTURETYPE_UNSIGNED_INT); var blurY = new BlurPostProcess("HDRBlurV" + "_" + indice, new Vector2(0, 1), ...
<mask> // Create blur H&V post-processes <mask> private _createBlurPostProcesses(scene: Scene, ratio: number, indice: number, blurWidthKey: string = "blurWidth"): void { <mask> var engine = scene.getEngine(); <mask> <mask> var blurX = new BlurPostProcess("HDRBlurH" + "_" + ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/Pipelines/babylon.standardRenderingPipeline.ts
blurX.kernel = (<any>this)[blurWidthKey] * dw;
<mask> var blurY = new BlurPostProcess("HDRBlurV" + "_" + indice, new Vector2(0, 1), this[blurWidthKey], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, Engine.TEXTURETYPE_UNSIGNED_INT); <mask> <mask> blurX.onActivateObservable.add(() => { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/Pipelines/babylon.standardRenderingPipeline.ts
blurY.kernel = this.horizontalBlur ? 64 * dw : (<any>this)[blurWidthKey] * dw;
<mask> }); <mask> <mask> blurY.onActivateObservable.add(() => { <mask> let dw = blurY.height / engine.getRenderingCanvas().height; <mask> blurY.kernel = this.horizontalBlur ? 64 * dw : this[blurWidthKey] * dw; <mask> }); <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/Pipelines/babylon.standardRenderingPipeline.ts
public getPass(passName: string): PostProcessRenderPass {
<mask> <mask> this._linkParameters(); <mask> } <mask> <mask> public getPass(passName: string): void { <mask> for (var renderPassName in this._renderPasses) { <mask> if (renderPassName === passName) { <mask> return this._renderPasses[p...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderEffect.ts
public _attachCameras(cameras: Camera): void; public _attachCameras(cameras: Camera[]): void;
<mask> this._linkParameters(); <mask> } <mask> <mask> // private <mask> public _attachCameras(cameras: Camera); <mask> public _attachCameras(cameras: Camera[]); <mask> public _attachCameras(cameras: any): void { <mask> var cameraKey; <mask> <ma...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderEffect.ts
public _detachCameras(cameras: Camera): void; public _detachCameras(cameras: Camera[]): void;
<mask> this._linkParameters(); <mask> } <mask> <mask> // private <mask> public _detachCameras(cameras: Camera); <mask> public _detachCameras(cameras: Camera[]); <mask> public _detachCameras(cameras: any): void { <mask> var _cam = Tools.MakeArray(c...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderEffect.ts
public _enable(cameras: Camera): void; public _enable(cameras: Camera[]): void;
<mask> } <mask> } <mask> <mask> // private <mask> public _enable(cameras: Camera); <mask> public _enable(cameras: Camera[]); <mask> public _enable(cameras: any): void { <mask> var _cam = Tools.MakeArray(cameras || this._cameras); <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderEffect.ts
public _disable(cameras: Camera): void; public _disable(cameras: Camera[]): void;
<mask> } <mask> } <mask> <mask> // private <mask> public _disable(cameras: Camera); <mask> public _disable(cameras: Camera[]); <mask> public _disable(cameras: any): void { <mask> var _cam = Tools.MakeArray(cameras || this._cameras); <mask> <mas...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderEffect.ts
private _linkTextures(effect: Effect): void {
<mask> }); <mask> } <mask> } <mask> <mask> private _linkTextures(effect): void { <mask> for (var renderPassName in this._renderPasses) { <mask> effect.setTexture(renderPassName, this._renderPasses[renderPassName].getRenderTexture()); <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderEffect.ts
(<any>this._renderEffects)[renderEffect._name] = renderEffect;
<mask> return true; <mask> } <mask> <mask> public addEffect(renderEffect: PostProcessRenderEffect): void { <mask> this._renderEffects[renderEffect._name] = renderEffect; <mask> } <mask> <mask> // private <mask> <mask> public _rebuild() { </s>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.ts
public _enableEffect(renderEffectName: string, cameras: Camera): void; public _enableEffect(renderEffectName: string, cameras: Camera[]): void;
<mask> public _rebuild() { <mask> <mask> } <mask> <mask> public _enableEffect(renderEffectName: string, cameras: Camera); <mask> public _enableEffect(renderEffectName: string, cameras: Camera[]); <mask> public _enableEffect(renderEffectName: string, cameras: ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.ts
var renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];
<mask> <mask> public _enableEffect(renderEffectName: string, cameras: Camera); <mask> public _enableEffect(renderEffectName: string, cameras: Camera[]); <mask> public _enableEffect(renderEffectName: string, cameras: any): void { <mask> var renderEffects: PostProcessRenderEffect...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.ts
public _disableEffect(renderEffectName: string, cameras: Camera[]): void; public _disableEffect(renderEffectName: string, cameras: Camera[]): void; public _disableEffect(renderEffectName: string, cameras: Camera[]): void { var renderEffects: PostProcessRenderEffect = (<any>this._r...
<mask> <mask> renderEffects._enable(Tools.MakeArray(cameras || this._cameras)); <mask> } <mask> <mask> public _disableEffect(renderEffectName: string, cameras: Camera); <mask> public _disableEffect(renderEffectName: string, cameras: Camera[]); <mask> public _disableE...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.ts
public _attachCameras(cameras: Camera, unique: boolean): void; public _attachCameras(cameras: Camera[], unique: boolean): void;
<mask> <mask> renderEffects._disable(Tools.MakeArray(cameras || this._cameras)); <mask> } <mask> <mask> public _attachCameras(cameras: Camera, unique: boolean); <mask> public _attachCameras(cameras: Camera[], unique: boolean); <mask> public _attachCameras(cameras: an...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.ts
public _detachCameras(cameras: Camera): void; public _detachCameras(cameras: Camera[]): void;
<mask> } <mask> } <mask> } <mask> <mask> public _detachCameras(cameras: Camera); <mask> public _detachCameras(cameras: Camera[]); <mask> public _detachCameras(cameras: any): void { <mask> var _cam = Tools.MakeArray(cameras || this._cameras...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.ts
public _enableDisplayOnlyPass(passName: string, cameras: Camera): void; public _enableDisplayOnlyPass(passName: string, cameras: Camera[]): void; public _enableDisplayOnlyPass(passName: string, cameras: any): void {
<mask> this._cameras.splice(this._cameras.indexOf(_cam[i]), 1); <mask> } <mask> } <mask> <mask> public _enableDisplayOnlyPass(passName, cameras: Camera); <mask> public _enableDisplayOnlyPass(passName, cameras: Camera[]); <mask> public _enableDisplayOnl...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.ts
var pass: PostProcessRenderPass = null;
<mask> public _enableDisplayOnlyPass(passName, cameras: Camera[]); <mask> public _enableDisplayOnlyPass(passName, cameras: any): void { <mask> var _cam = Tools.MakeArray(cameras || this._cameras); <mask> <mask> var pass = null; <mask> var renderEffectName; <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.ts
public _disableDisplayOnlyPass(cameras: Camera): void; public _disableDisplayOnlyPass(cameras: Camera[]): void;
<mask> this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera); <mask> } <mask> } <mask> <mask> public _disableDisplayOnlyPass(cameras: Camera); <mask> public _disableDisplayOnlyPass(cameras: Camera[]); <mask> public _disableDisplayOnlyPa...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.ts
if ((<any>this._renderEffectsForIsolatedPass)[cameraName]) { (<any>this._renderEffectsForIsolatedPass)[cameraName]._update();
<mask> } <mask> <mask> for (var i = 0; i < this._cameras.length; i++) { <mask> var cameraName = this._cameras[i].name; <mask> if (this._renderEffectsForIsolatedPass[cameraName]) { <mask> this._renderEffectsForIsolatedPass[cameraName]._up...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.ts
public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): void; public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): void;
<mask> public addPipeline(renderPipeline: PostProcessRenderPipeline): void { <mask> this._renderPipelines[renderPipeline._name] = renderPipeline; <mask> } <mask> <mask> public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.ts
public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): void; public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): void;
<mask> <mask> renderPipeline._attachCameras(cameras, unique); <mask> } <mask> <mask> public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera); <mask> public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.ts
public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): void; public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): void;
<mask> <mask> renderPipeline._detachCameras(cameras); <mask> } <mask> <mask> public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera); <mask> public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, camera...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.ts
public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): void; public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): void;
<mask> <mask> renderPipeline._enableEffect(renderEffectName, cameras); <mask> } <mask> <mask> public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera); <mask> public disableEffectInPipeline(renderPipelineName: string, renderEffectN...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.ts
public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): void; public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): void;
<mask> <mask> renderPipeline._disableEffect(renderEffectName, cameras); <mask> } <mask> <mask> public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera); <mask> public enableDisplayOnlyPassInPipeline(renderPipelineName: string, pass...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.ts
public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): void; public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): void;
<mask> <mask> renderPipeline._enableDisplayOnlyPass(passName, cameras); <mask> } <mask> <mask> public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera); <mask> public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]); ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.ts
if ((<any>this._defines)[define]) {
<mask> this._defines.FROMLINEARSPACE = this._fromLinearSpace; <mask> this.imageProcessingConfiguration.prepareDefines(this._defines, true); <mask> var defines = ""; <mask> for (const define in this._defines) { <mask> if (this._defines[define]) { <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/PostProcess/babylon.imageProcessingPostProcess.ts
public setAlphaEquationParameters(rgb: number, alpha: number): void {
<mask> <mask> this._isBlendFunctionParametersDirty = true; <mask> } <mask> <mask> public setAlphaEquationParameters(rgb: number, alpha): void { <mask> if ( <mask> this._blendEquationParameters[0] === rgb && <mask> this._blendEquationParam...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/States/babylon.alphaCullingState.ts
dest[property] = Color4.FromArray(sourceProperty);
<mask> case 7: // Color Curves <mask> destination[property] = ColorCurves.Parse(sourceProperty); <mask> break; <mask> case 8: // Color 4 <mask> destination[property] = Color4....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.decorators.ts
dest[property] = ImageProcessingConfiguration.Parse(sourceProperty);
<mask> case 8: // Color 4 <mask> destination[property] = Color4.FromArray(sourceProperty); <mask> break; <mask> case 9: // Image Processing <mask> destination[property] = Imag...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.decorators.ts
triangles = new Array<number>();
<mask> <mask> var hasHoles = holeIndices && holeIndices.length, <mask> outerLen = hasHoles ? holeIndices[0] * dim : data.length, <mask> outerNode = linkedList(data, 0, outerLen, dim, true), <mask> triangles = []; <mask> <mask> if (!outerNode) return triangles...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
class Node { public prev: Node = null; public next: Node = null; public z: number = null; public prevZ: Node = null; public nextZ: Node = null; public steiner: boolean = false; public constructor(public i: number, public x: number, publi...
<mask> return triangles; <mask> } <mask> <mask> // create a circular doubly linked list from polygon points in the specified winding order <mask> function linkedList(data: number[], start: number, end: number, dim: number, clockwise: boolean) { <mask> var i, last; <mask> <mask> ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function linkedList(data: number[], start: number, end: number, dim: number, clockwise: boolean) {
<mask> return triangles; <mask> } <mask> <mask> // create a circular doubly linked list from polygon points in the specified winding order <mask> function linkedList(data, start, end, dim, clockwise) { <mask> var i, last; <mask> <mask> if (clockwise === (signedArea(data, st...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function filterPoints(start: Node, end: Node) {
<mask> return last; <mask> } <mask> <mask> // eliminate colinear or duplicate points <mask> function filterPoints(start, end) { <mask> if (!start) return start; <mask> if (!end) end = start; <mask> <mask> var p = start, <mask> again; </s> Monstro refa...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function earcutLinked(ear: Node, triangles: number[], dim: number, minX: number, minY: number, size: number, pass: number) {
<mask> return end; <mask> } <mask> <mask> // main ear slicing loop which triangulates a polygon (given as a linked list) <mask> function earcutLinked(ear, triangles, dim, minX, minY, size, pass) { <mask> if (!ear) return; <mask> <mask> // interlink polygon nodes in z-order ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function isEar(ear: Node) {
<mask> } <mask> } <mask> <mask> // check whether a polygon node forms a valid ear with adjacent nodes <mask> function isEar(ear) { <mask> var a = ear.prev, <mask> b = ear, <mask> c = ear.next; <mask> <mask> if (area(a, b, c) >= 0) return false; // ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function isEarHashed(ear: Node, minX: number, minY: number, size: number) {
<mask> <mask> return true; <mask> } <mask> <mask> function isEarHashed(ear, minX, minY, size) { <mask> var a = ear.prev, <mask> b = ear, <mask> c = ear.next; <mask> <mask> if (area(a, b, c) >= 0) return false; // reflex, can't be an ear </s> Monstro ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function cureLocalIntersections(start: Node, triangles: number[], dim: number) {
<mask> return true; <mask> } <mask> <mask> // go through all polygon nodes and cure small local self-intersections <mask> function cureLocalIntersections(start, triangles, dim) { <mask> var p = start; <mask> do { <mask> var a = p.prev, <mask> b =...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function splitEarcut(start: Node, triangles: number[], dim: number, minX: number, minY: number, size: number) {
<mask> return p; <mask> } <mask> <mask> // try splitting polygon into two and triangulate them independently <mask> function splitEarcut(start, triangles, dim, minX, minY, size) { <mask> // look for a valid diagonal that divides the polygon into two <mask> var a = start; <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function eliminateHoles(data: number[], holeIndices: number[], outerNode: Node, dim: number) {
<mask> } while (a !== start); <mask> } <mask> <mask> // link every hole into the outer loop, producing a single-ring polygon without holes <mask> function eliminateHoles(data, holeIndices, outerNode, dim) { <mask> var queue = [], <mask> i, <mask> len, <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function compareX(a: Node, b: Node) {
<mask> <mask> return outerNode; <mask> } <mask> <mask> function compareX(a, b) { <mask> return a.x - b.x; <mask> } <mask> <mask> // find a bridge between vertices that connects hole with an outer ring and and link it <mask> function eliminateHole(hole, outerNode) { </s>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function eliminateHole(hole: Node, outerNode: Node) {
<mask> return a.x - b.x; <mask> } <mask> <mask> // find a bridge between vertices that connects hole with an outer ring and and link it <mask> function eliminateHole(hole, outerNode) { <mask> outerNode = findHoleBridge(hole, outerNode); <mask> if (outerNode) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function findHoleBridge(hole: Node, outerNode: Node) {
<mask> } <mask> } <mask> <mask> // David Eberly's algorithm for finding a bridge between hole and outer polygon <mask> function findHoleBridge(hole, outerNode) { <mask> var p = outerNode, <mask> hx = hole.x, <mask> hy = hole.y, <mask> qx = -Infin...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function indexCurve(start: Node, minX: number, minY: number, size: number) {
<mask> return m; <mask> } <mask> <mask> // interlink polygon nodes in z-order <mask> function indexCurve(start, minX, minY, size) { <mask> var p = start; <mask> do { <mask> if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, size); <mask> p.prevZ = ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function sortLinked(list: Node) {
<mask> } <mask> <mask> // Simon Tatham's linked list merge sort algorithm <mask> // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html <mask> function sortLinked(list) { <mask> var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1; <mask> do { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function zOrder(x: number, y: number, minX: number, minY: number, size: number) {
<mask> return list; <mask> } <mask> <mask> // z-order of a point given coords and size of the data bounding box <mask> function zOrder(x, y, minX, minY, size) { <mask> // coords are transformed into non-negative 15-bit integer range <mask> x = 32767 * (x - minX) / size; <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function getLeftmost(start: Node) {
<mask> return x | (y << 1); <mask> } <mask> <mask> // find the leftmost node of a polygon ring <mask> function getLeftmost(start) { <mask> var p = start, <mask> leftmost = start; <mask> do { <mask> if (p.x < leftmost.x) leftmost = p; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function pointInTriangle(ax: number, ay: number, bx: number, by: number, cx: number, cy: number, px: number, py: number) {
<mask> return leftmost; <mask> } <mask> <mask> // check if a point lies within a convex triangle <mask> function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { <mask> return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && <mask> (ax - px) * (by - py) - (bx - px) * (a...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function isValidDiagonal(a: Node, b: Node) {
<mask> (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0; <mask> } <mask> <mask> // check if a diagonal between two polygon nodes is valid (lies in polygon interior) <mask> function isValidDiagonal(a, b) { <mask> return a.next.i !== b.i && <mask> a.prev.i !== b.i && <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function area(p: Node, q: Node, r: Node) {
<mask> middleInside(a, b); <mask> } <mask> <mask> // signed area of a triangle <mask> function area(p, q, r) { <mask> return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); <mask> } <mask> <mask> // check if two points are equal <mask> function equals(p1, p...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function equals(p1: Node, p2: Node) {
<mask> return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); <mask> } <mask> <mask> // check if two points are equal <mask> function equals(p1, p2) { <mask> return p1.x === p2.x && p1.y === p2.y; <mask> } <mask> <mask> // check if two segments intersect <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function intersects(p1: Node, q1: Node, p2: Node, q2: Node) {
<mask> return p1.x === p2.x && p1.y === p2.y; <mask> } <mask> <mask> // check if two segments intersect <mask> function intersects(p1, q1, p2, q2) { <mask> if ((equals(p1, q1) && equals(p2, q2)) || <mask> (equals(p1, q2) && equals(p2, q1))) return true; <mask> return...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function intersectsPolygon(a: Node, b: Node) {
<mask> area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0; <mask> } <mask> <mask> // check if a polygon diagonal intersects any polygon segments <mask> function intersectsPolygon(a, b) { <mask> var p = a; <mask> do { <mask> if (p.i !== a.i && <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function locallyInside(a: Node, b: Node) {
<mask> return false; <mask> } <mask> <mask> // check if a polygon diagonal is locally inside the polygon <mask> function locallyInside(a, b) { <mask> return area(a.prev, a, a.next) < 0 <mask> ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 <mask> : area(...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function middleInside(a: Node, b: Node) {
<mask> : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; <mask> } <mask> <mask> // check if the middle point of a polygon diagonal is inside the polygon <mask> function middleInside(a, b) { <mask> var p = a, <mask> inside = false, <mask> px = (a.x + b.x...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function splitPolygon(a: Node, b: Node) {
<mask> } <mask> <mask> // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; <mask> // if one belongs to the outer ring and another to a hole, it merges it into a single ring <mask> function splitPolygon(a, b) { <mask> var a2 = ne...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function insertNode(i: number, x: number, y: number, last: Node) {
<mask> return b2; <mask> } <mask> <mask> // create a node and optionally link it with previous one (in a circular doubly linked list) <mask> function insertNode(i, x, y, last) { <mask> var p = new Node(i, x, y); <mask> <mask> if (!last) { <mask> p.prev = p; <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function removeNode(p: Node) {
<mask> } <mask> return p; <mask> } <mask> <mask> function removeNode(p) { <mask> p.next.prev = p.prev; <mask> p.prev.next = p.next; <mask> <mask> if (p.prevZ) p.prevZ.nextZ = p.nextZ; <mask> if (p.nextZ) p.nextZ.prevZ = p.prevZ; </s> Monstro refactor:...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
<mask> if (p.prevZ) p.prevZ.nextZ = p.nextZ; <mask> if (p.nextZ) p.nextZ.prevZ = p.prevZ; <mask> } <mask> <mask> function Node(i, x, y) { <mask> // vertice index in coordinates array <mask> this.i = i; <mask> <mask> // vertex coordinates <mask> this.x ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "re...
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
function signedArea(data: number[], start: number, end: number, dim: number) {
<mask> <mask> return polygonArea === 0 && trianglesArea === 0 ? 0 : Math.abs((trianglesArea - polygonArea) / polygonArea); <mask> }; <mask> <mask> function signedArea(data, start, end, dim) { <mask> var sum = 0; <mask> for (var i = start, j = end - dim; i < end; i += dim) { <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
result = { vertices: new Array<number>(), holes: new Array<number>(), dimensions: dim },
<mask> * turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts <mask> */ <mask> export function flatten(data: number[][][]) { <mask> var dim = data[0][0].length, <mask> result = { vertices: [], holes: [], dimensions: dim }, <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.earcut.ts
private _dragEnterHandler: (e: any) => void; private _dragOverHandler: (e: any) => void; private _dropHandler: (e: any) => void;
<mask> this._onReloadCallback = onReloadCallback; <mask> this._errorCallback = errorCallback; <mask> } <mask> <mask> private _dragEnterHandler: (any) => void; <mask> private _dragOverHandler: (any) => void; <mask> private _dropHandler: (any) => void; <mas...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Tools/babylon.filesInput.ts